Human Cleric 1
Human Cleric 1
Spells
Cantrips:
You
know
the
sacred
flame
and
spare
the
dying
cantrips.
Domain
Spell:
You
are
always
considered
to
have
the
cure
wounds
spell
prepared.
Spell
List:
You
can
choose
to
prepare
spells
from
the
following
1st-‐level
cleric
spell
list.
Level
1
Spells
Bless
Cause
Fear
Command
Create
Water
Cure
Wounds
Detect
Magic
Detect
Undead
Divine
Favor
Inflict
Wounds
Protection
from
Evil
Sanctuary
Shield
of
Faith
Background:
Priest
Temple
Services:
You
belong
to
a
specific
temple
dedicated
to
your
chosen
power.
You
have
a
residence
there,
and
you
can
perform
religious
ceremonies
and
offer
sermons
drawn
from
the
sacred
teachings
of
your
faith.
While
near
your
temple,
you
can
call
upon
acolytes
and
fellow
priests
for
assistance,
provided
the
assistance
you
ask
for
is
not
hazardous
and
you
remain
in
good
standing
with
your
temple.
Additionally,
when
you
are
in
a
location
that
has
a
temple,
shrine,
or
other
presence
of
your
faith,
you
can
expect
to
receive
free
healing,
care,
and
religious
services
for
yourself
and
your
adventuring
companions
from
others
aligned
with
your
faith.
Equipment
Chain
mail,
shield,
mace,
two
holy
symbols,
two
flasks
of
holy
water,
ink,
ink
pen,
paper
(ten
sheets),
vestments,
a
belt
pouch
containing
17
gp,
8
sp,
and
8
cp,
and
an
adventurer’s
kit
consisting
of
a
backpack,
a
healer’s
kit,
a
mess
kit,
50
feet
of
hempen
rope,
a
tinderbox,
ten
torches,
ten
days
of
rations,
and
a
waterskin
Detect
Good
and
Evil
Effect:
For
the
duration,
if
there
is
poison,
a
1st-level
divination
(ritual)
poisonous
creature,
or
a
disease
within
25
feet
of
you,
you
know
it,
where
the
source
of
the
poison
Your
spell
allows
you
to
perceive
strong
or
disease
is,
and
what
kind
of
poison,
poisonous
concentrations
of
good
or
evil,
as
well
as
creature,
or
disease
is
present.
creatures
formed
by
them.
The
spell
can
penetrate
most
barriers,
but
it
is
Casting
Time:
1
action
blocked
by
1
foot
of
stone,
1
inch
of
common
Range:
Self
metal,
a
thin
sheet
of
lead,
or
3
feet
of
wood
or
Duration:
Concentration,
up
to
10
minutes
dirt.
Effect:
For
the
duration,
you
detect
the
presence
of
any
celestial,
fiend,
or
undead
Healing
Word
creature
within
25
feet
of
you,
and
such
creatures
1st-level
conjuration
cannot
become
hidden
from
you.
Within
the
same
radius,
you
detect
the
presence
of
any
place
or
You
call
out
a
single
word
of
restoration.
object
that
has
been
consecrated
or
desecrated
by
Casting
Time:
Swift
magic.
Range:
50
feet
The
spell
can
penetrate
most
barriers,
but
it
is
Duration:
Instantaneous
blocked
by
1
foot
of
stone,
1
inch
of
common
Effect:
Choose
a
living
creature
within
range.
It
metal,
a
thin
sheet
of
lead,
or
3
feet
of
wood
or
regains
1d8
+
2
hit
points.
dirt.
At
Higher
Levels:
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
the
hit
points
Detect
Magic
regained
increase
by
1d8
for
each
level
above
1st.
1st-level
divination
(ritual)
Inflict
Wounds
Upon
casting
detect
magic,
you
sense
any
magic
in
1st-level
necromancy
the
area.
Studying
the
auras
can
give
you
clues
to
the
nature
of
the
magic.
The
negative
energy
that
you
channel
instantly
Casting
Time:
1
action
saps
life
from
a
living
creature.
Range:
Self
Casting
Time:
1
action
Duration:
Concentration,
up
to
10
minutes
Range:
25
feet
Effect:
For
the
duration,
you
sense
the
presence
Duration:
Instantaneous
of
magic
within
25
feet
of
you.
If
you
sense
magic,
Effect:
Choose
a
living
creature
within
range
you
can
use
your
action
to
see
a
faint
aura
around
that
you
can
see.
It
must
make
a
Constitution
any
creature
or
object
in
the
area
that
bears
magic,
saving
throw.
It
takes
3d8
necrotic
damage
on
a
and
you
learn
its
school
of
magic,
if
any.
failed
save,
and
half
as
much
damage
on
a
The
spell
can
penetrate
most
barriers,
but
it
is
successful
one.
blocked
by
1
foot
of
stone,
1
inch
of
common
At
Higher
Levels:
When
you
cast
this
spell
using
metal,
a
thin
sheet
of
lead,
or
3
feet
of
wood
or
a
spell
slot
of
2nd
level
or
higher,
the
damage
dirt.
increases
by
1d8
for
each
level
above
1st.
You
cast
a
spell
that
allows
you
to
perceive
the
With
incense
and
sprinkled
holy
water,
you
ward
least
hint
of
poison,
venom,
disease,
and
similar
your
subject
against
evil
spirits
and
influences.
toxins
and
contagions,
such
as
those
that
are
Casting
Time:
1
action
secreted
by
a
beast
or
applied
to
an
assassin’s
Range:
Touch
blade.
Duration:
1
minute
Casting
Time:
1
action
Effect:
You
touch
a
willing
creature.
Until
the
Range:
Self
spell
ends,
that
creature
has
advantage
on
saving
Duration:
Concentration,
up
to
10
minutes
throws
against
effects
created
by
fiends
and
undead,
and
cannot
be
charmed
or
frightened
by
from
area
effects,
such
as
the
explosion
of
a
such
creatures.
fireball.
Material
Components:
Holy
water
and
incense.
If
the
chosen
creature
makes
an
attack
or
casts
a
harmful
spell,
this
spell
ends
early.
Purify
Food
and
Drink
1st-level
transmutation
(ritual)
Shield
of
Faith
1st-level
abjuration
Your
incantation
purifies
spoiled,
poisonous,
or
otherwise
contaminated
food
and
water,
making
You
call
out
a
prayer
to
protect
an
imperiled
ally.
it
suitable
for
consumption.
A
shimmering
field
surrounds
and
shields
your
Casting
Time:
1
action
target,
helping
to
deflect
attacks.
Range:
10
feet
Casting
Time:
Swift
Duration:
Instantaneous
Range:
50
feet
Effect:
Choose
a
point
within
range.
All
Duration:
Concentration,
up
to
10
minutes
nonmagical
food
and
drink
within
a
5-‐foot-‐radius
Effect:
Choose
a
creature
within
range.
That
cloud
centered
on
that
point
is
purified
and
creature
gains
a
+1
bonus
to
AC.
The
bonus
lasts
rendered
toxin
and
disease
free.
for
the
duration.
Material
Components:
A
small
parchment
with
Sacred
Flame
a
bit
of
holy
text
written
on
it.
Evocation
cantrip
Tongues
of
flame-‐like
radiance
descend
from
Spare
the
Dying
Conjuration
cantrip
above,
searing
your
enemy.
Casting
Time:
1
action
Your
intervention
pulls
a
dying
creature
from
the
Range:
25
feet
brink
of
death.
Duration:
Instantaneous
Casting
Time:
Swift
Effect:
Choose
a
creature
within
range
that
you
Range:
Touch
can
see.
Gaining
no
benefit
from
cover,
the
target
Duration:
Instantaneous
must
succeed
on
a
Dexterity
saving
throw
or
take
Effect:
Touch
a
living
creature
that
has
0
hit
1d8
radiant
damage.
points.
The
creature
regains
1
hit
point.
At
Higher
Levels:
The
spell’s
damage
increases
by
1d8
when
you
reach
a
caster
level
of
5th
(2d8),
10th
(3d8),
15th
(4d8),
and
20th
(5d8).
Sanctuary
1st-level
abjuration
Healers
sometimes
cast
sanctuary
on
themselves
so
they
can
cast
curative
spells
without
the
risk
of
interference
from
their
foes.
The
spell
is
also
useful
for
keeping
an
important
person
safe
while
a
battle
rages.
Casting
Time:
Swift
Range:
25
feet
Duration:
1
minute
Effect:
Choose
a
creature
within
range.
Until
the
spell
ends,
anyone
who
targets
that
creature
with
an
attack
or
a
harmful
spell
must
first
make
a
Wisdom
saving
throw.
On
a
failed
save,
it
must
choose
a
new
target
or
lose
the
attack
or
spell.
Sanctuary
doesn’t
protect
the
chosen
creature